What causes these bokeh artifacts and how do I cure them? Should this be RFE'd?

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This is plaguing me. I've created a super-simple scene to illustrate: just a particle emitter with the constant shader attached, and a camera.


Rendered with just depth of field enabled:



Rendered with just motion blur:



But with both, everything goes splotchy:



Doesn't seem to be related to Pixel Samples, or Geo Time Samples. How do I cure it?
Edited by howiem - Jan. 19, 2018 06:52:52

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Blotchy bokeh.hiplc (443.8 KB)

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Nope - my bad. Pixel Samples does cure it, though you need to whack it right up (32x32 seems good):




Leaving this post here for future reference; may help someone else. Never realised I'd need so many Pixel samples.

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Screen Shot 2018-01-19 at 13.12.02.png (251.1 KB)

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Try adding the render property vm_decorrelatedof “Decorrelate Depth of Field from Motion Blur Samples”

It might require even more samples to be smooth, but should help eliminate correlation artifacts (odd boxy noise/missing areas)

Dof requires many times as many samples as a fully opaque render, because of the probabilistic nature of raytracing. When a small point is blurred out into a large disc, the probability of a ray hitting a given particle is reduced by the ratio of the areas. So a particle that when blurred is 10x larger is going to take 100x as many samples to resolve.
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Thank you! That's sorted it! Even at 5x5 Pixel samples, as per previous images, that's sooooo much better.

I can up the sampling a bit more, but even with this level of noise, my de-noising plugin can tidy it up - something it couldn't do with the blotchy artifacts from before.

Yay

So - I wonder - under what circumstances does the correlated samples thingy actually benefit you?
Edited by howiem - Jan. 21, 2018 05:45:13

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Screen Shot 2018-01-21 at 10.27.50.png (265.1 KB)

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